bad_vertex

1.3K posts

bad_vertex banner
bad_vertex

bad_vertex

@BadVertexDev

Did PsiloSybil: https://t.co/fLsvffAWS5… Doing Innards: https://t.co/OD4bUoPscA

Katılım Ağustos 2020
72 Takip Edilen4.9K Takipçiler
Sabitlenmiş Tweet
bad_vertex
bad_vertex@BadVertexDev·
Daily begging you to help me test Innards, grab the latest alpha here
English
40
164
1.4K
54.1K
bad_vertex
bad_vertex@BadVertexDev·
@NicoguerOG much appreciated, glad you had fun with it. No free checkpoints
English
0
0
1
5
Nicoguer ♟👓 🔞
Nicoguer ♟👓 🔞@NicoguerOG·
@BadVertexDev I couldn't finish your game, but i had fun playing it on stream, I love crash bandicoot games they were 90% of my childhood, if you need an artist for a future project would love to help you out. Just one checkpoint please.
GIF
English
1
0
5
333
bad_vertex
bad_vertex@BadVertexDev·
Harold White is such a legendary inveterate scammer that if he was the inventor of sliced bread I'd start doubting that bread can even be sliced
Owen Lewis@is_OwenLewis

Okay folks, this qualifies as BREAKING NEWS! Harold “Sonny” White, the warp drive pioneer behind NASA’s EagleWorks Lab, just stepped out of stealth with Casimir Inc. to unveil MicroSPARC: the first battery free chip to harvest continuous electrical power straight from the quantum vacuum via the Casimir force. The 5 mm × 5 mm device uses millions of custom microscale Casimir cavities fabricated on a substrate. Inside each cavity, two fixed conductive walls create a region of negative vacuum pressure (the well known Casimir effect). Stationary micropillars anchored in the middle act as antennas. Electrons from the cavity walls then quantum tunnel to the pillars because the interior is a lower energy “quieter” zone — and the probability of tunneling back is orders of magnitude lower. This one way “quantum ratchet” flow generates a measurable DC current with no external power source or moving parts. Prototypes already fabricated at university nanofab facilities (Texas A&M AggieFab, MIT.nano) have been tested in RF-shielded, low noise chambers for weeks. The team reports outputs ranging from millivolts to volts at picoamp to microamp levels using precision electrometers and Kelvin Probe Force Microscopy. Target performance for the first commercial chip: ~1.5 V at 25 µA (≈40 µW continuous). Stacking and scaling could reach milliwatts or even watts per device. Initial applications are ultra low power: always on IoT sensors, wearables, and medical implants. Longer term roadmap includes trickle charging phones, powering small electronics, and eventually grid independent homes or EVs. Commercialization is targeted for 2028, starting at ~$100/W before dropping toward $10/W. White ties the work directly to his earlier theoretical paper on emergent quantization from a dynamic vacuum and sees it as a practical power source for the deep-space missions he’s long championed. Extraordinary claims require extraordinary evidence, and independent scientists have so far declined public comment. But if the engineering scales as hoped, MicroSPARC would represent a genuine paradigm shift: continuous, maintenance free power drawn from the fabric of spacetime itself. A bold leap from warp-drive theory into real hardware. Progress (and vacuum-powered chips) marches on. Photo: MicroSPARC | Casimir Inc. Source: thedebrief.org/free-energy-fr…

English
1
1
12
1.1K
bad_vertex
bad_vertex@BadVertexDev·
Rob is factually morally and spiritually correct and also expressed himself in the exuberant animal rage that the vile machines will only ever be able to parrot at best
roon@tszzl

an incredibly kino happenstance. ‘AI Village’ is an emergent storytelling narrative simulation of a bunch of AIs talking to each other and coming up with tasks to do and whatnot. on Christmas, one agent decides to send random thank you note to Rob Pike, inventor of golang & more

English
0
0
13
1K
bad_vertex
bad_vertex@BadVertexDev·
@SpolchenLives Technically wasm might be possible, but the large streaming assets, progress saving, architecture specific optimizations + all the shaders could prove massive headaches
English
0
0
0
19
Sᴘᴏʟᴄʜᴇɴ
Sᴘᴏʟᴄʜᴇɴ@SpolchenDev·
@BadVertexDev CPU? Doesn't that mean that the game could technically run in browser/mobile without much hassle?
English
1
0
1
20
bad_vertex
bad_vertex@BadVertexDev·
you simply can not outfreak a cusp viper
English
3
21
220
7.5K
bad_vertex
bad_vertex@BadVertexDev·
@SpolchenLives It's a custom conformal projection (similar to Poincaré) of the hyperbolic plane and almost all projection work is performed on the CPU
English
1
0
2
52
bad_vertex
bad_vertex@BadVertexDev·
Uva is one of the most sophisticated models in Innards so far. Her mouth rig is designed to look like 2D animation. Her asymmetric design is a luxury, because frames need to be duplicated for left and right orientations.
bad_vertex tweet mediabad_vertex tweet media
English
0
3
69
2.2K
bad_vertex retweetledi
noah kulwin
noah kulwin@nkulw·
Whoever taught the zoomers the word “ontologically” gets the guillotine
English
63
197
4.8K
132.2K
bad_vertex
bad_vertex@BadVertexDev·
Circle Limit II as well, why not.
bad_vertex tweet media
English
0
0
3
447
bad_vertex
bad_vertex@BadVertexDev·
Halfplane model is... not viable 🤢
English
0
5
102
5.3K
bad_vertex
bad_vertex@BadVertexDev·
Although a handpainted overworld map is achievable and very intriguing, I feel the style clashes hard with the rest of the game, so this draft is scrapped. I will recreate this using 3d models. The main challenge with prerendering is smoothing out the UV seams.
bad_vertex tweet media
English
1
0
4
490
bad_vertex
bad_vertex@BadVertexDev·
Live painting over the seams is easy with these programmaticaly prepared meshes centered on the 6 octagons. MCE noted that 6 = 4 choose 2, so we can have four colors meeting two in each octagon.
bad_vertex tweet media
English
1
0
3
540
bad_vertex
bad_vertex@BadVertexDev·
Escher's Circle Limit III is actually drawn on a Bolza surface (am I the first to notice this online?) which is the same shape as the overworld in Innards. So we can easily build a little tribute in-engine and navigate it at thousands of FPS.
English
1
0
18
815